No, I meant Base Manufacturing . The Durantium Refinery adds directly to Base Manufacturing, the Thulium Data Archive to Base Research, and the Promethion Reserve to Gross Income. They don't add to Raw Production. Which makes them incredibly powerful, as that adjustment is independent of the Production Wheel, and still gets all the planetary modifiers for that statistic. In short, I could move the Production Wheel to have Manufacturing set to 0%, and
trims2u
[quote who="Kraegor1977" reply="16" id="3647218"] I am not really sure these should be nerfed. I mean its only a +2 adjacent bonus. Its not like it screams out "OMG too powerful" to me. Several races have anti-matter and other things that give +3 bonus to adjacent. Also +8 to manufacturing is not really anything mid/late game, as most of my manufacture worlds have 100 base. Its only giving them a 10% base boost. But as with anythi
Nerf the Thulium Data Archive and Durantium Refinery. As of the latest patch (1.8.1.8), it's nice to see that both of these are now much more relevant (and desirable). However, I'm now up through about turn 200 on a Immense map, and finding both are severely overpowered for the mid-game. As in, combined with even moderate placement for adjacency bonuses, both are WAY too powerful, far in excess of any other non-empire-unique building, and not expen
Would it be possible, to say, have a Global Starbase management screen? The most efficient way I can see here is to be able to group starbases into a couple of categories, and then assign a build order to each category. That would let me group all my Relic SBs together, my Relic + Mining, my Mining-only, my Econs, etc. And then do a custom build order for each group. Maybe limit the number of groups (for UI purposes), but we should be able to assig
It's certainly *one* way to win. Personally, I find a couple of different strategies work better: Don't buy ships. They're massively expensive. Buy planetary improvements instead; they last forever, and are cheap (300 a pop for the lvl1) Research ASAP whichever tech gives you the first Morale building. That's typically Xeno Commerce. Put your production wheel at 45/45/10 P/R/M. That gets the maximum available of p
Without an explicit license for the OBJ format, they'd default to the standard for copyright. The ship modeller itself is a tool, and thus the output of said tool cannot be copyrighted by the tool maker. The appropriate comparison here would be other 3D modellers, e.g. Maya. The copyright on the OBJ belongs to the ship's designer (and, since OBJ is an open standard, there can be no claim on the file format copyright, either). That said, any use of any component oth
[quote who="rlared12" reply="4" id="3646361"] OK what about this. . . instead of being able to purchase, they make the Tier 1 ideologies cheaper than the Tier 2, etc. The thing that sucks is that you've unlocked a bunch already, a Tier 1 technology can cost like 60 points which sucks. Tier 1 should always cost like 20 or 30 at the most. [/quote] Well... I think the idea is that Ideology is not like the Tech tree, which is a "collect the
I'd rather not make Ideology purchasable, because that just gives wealthy empires yet another advantage (making them ever more OP). If we go the purchase route, then it removes a lot of incentive to build Ideology-generating buildings; replacing them with wealth-creating buildings is almost certainly a better strategy in that case. For the same reason that Experience shouldn't be purchasable, I don't want Ideology available through money. At least in the G.
Frankly, I tend to split Ideologies, since I find different combinations of things very useful. Typically, I'll go either B or M to start, but pick up P for both the 50-turn anti-war buffer (which, yes, it great for going full-bore developer, then swapping over to wartime protection 25 turns before your buffer ends), and the trade bonus techs for the money it gets me. Plus, it makes it easier to keep your local civs happy with you, since you can easily flop back and forth fr
That's my suspicion. That the one-per-play or similar one-per-planet things set a boolean value somewhere, which is only checked on build or destruction. hasX = false when game starts. So, you build X, code checks hasX = false, everything is OK, it builds, and then it sets hasX = true You acquire X through flip/conquest/whatever, and no code checks the hasX value You then destroy the X, and code sets hasX = false Repeat #2
Next time, put the version number of what you're looking at in the Bug, either the Subject or the very first thing in the text. You posted on 7/22, which was several days before the 1.8.1 patch was publicly available. So it was hard to tell what version you were reporting against, as well as what Morg's reply referred to - which, once again, was before the public release of 1.8.1, so it was really unclear if it was or wasn't applicable to the soon-to-be-released update.</p
Nope, this bug is still there in 1.8.1.8. StarDock Devs: Check your merge status of the fix - remember, this fix is in a DLC, not the main game branch. Also, for those who haven't figured out the formula for mapping Sensor Power to radius: SP = (X+1)(X)/2 That is, the minimum SP necessary to have a radius X is the cumulative sum of X ( 1 + 2 + 3 + .... + (X-1) + X) Solving the other way (i.e.
Man, that decision to be a Elite Founder looks better and better every passing DLC. [e digicons]B)[/e] Which reminds me: I'm no longer seeing my Founder's Badge. Nor do I see them for anyone else who I *know* is a founder. Whazzup wit dat?
I'd rather not, since it encourages micromanaging. Generally speaking, we want a system where you don't touch the wheel much at all, except when making major decisions. Micro-managing to get a specific item (whether it be production or research) is to be discouraged. Yes, it's probably a easy technical fix. I'd vote against it because it's harmful to overall gameplay, in that it encourages a form of play that's not in line with the game'
Just to be clear here: I don't think ANYWHERE in any of the GC games does exponential growth in modifiers occur. There are lots of places where polynomial growth occurs, but the two are as different as they are from simple arithmetic bonuses. Exponential: (( Base + 20% ) + 20% ) +20% = Base * 1.2^3 Polynomial: Base + 20% + 20% + 20% = Base + 60% Arithmetic: Base + Mod1 + Mod2 + Mod3 A
Porting is not simple. And target market share is critical. Especially between mobile, desktop, and console. In particular for Android/iOS, there are exceedingly few tablets able to meet the minimum specs for GC2, let alone GC3. Remember you'd need a minimum of 1.5GB of RAM, and something less than 10% of the tablets have that minimum. And, of course, spend a signficant amount of time figuring out how to completely replace the UI. Which doe
I think that merc is 700, though it might be 900.
Didn't think of the movement issue. How about a base move of 2, and a flat +1 movement bonus for every full 100 turns that have elapsed? So, 409 turns in, all pirate ships should be moving at a speed of 5?
I think the primary difficulty is that it will eat up valuable real estate in the summary box. Notice the column layout of that pane; the right column with the numbers in it can't drift over into the left column with the stat. To do what you want would have to increase that box width by at least 10 or more characters. Not such a big deal on a 2500x1600 screen, but I'm pretty sure this screen is optimized for something not any larger than 1280x768, and that's
To rotate, click and hold the mouse wheel. You can then move the mouse around to spin in all 3 dimensions.
I want BOTH the ability to shutdown a shipyard (which allows me to keep the ship queue intact), and the ability to Idle is (after empty queue). Both are really necessary and used for different reasons, and it's not an "either/or" choice. And of course, we need to fix the transfer of production to/from military/social, because there's too many places that excess is simply lost and not transferred properly (or, at least, saved)
[quote who="Larsenex" reply="5" id="3636747"] That is correct pretty cool if we can get pirates to raid those. They at least need to be more mobile. Back at launch they would move across the galaxy to harass you but they 'fixed' that as it caused turn timer slow downs. Now they rarely move far from the shipyard. [/quote] I definitely would like more active and mobile pirates. That sa
I'd also like the Tourism and Trade modifier summaries broken out per planet. Tourism currently is a single line-item in the "Net Income" tooltip when you hover there. Either give it a completely new line in the summary boxes to the right (where Influence, et al are shown), or break out the individual modifiers are are done for the rest of the income stuff. As to Trade, I can see the total value of any route in the Trade tab of the Govern window, but I nowhere
I'm sitting here on my 3-year old E3-based workstation, and looking at the dual socket X5600-series workstation that's just been retired from it's job as a fileserver. Both systems have between ludicrous (24GB) and Insane (48GB) of RAM in them for a desktop, so I don't have any real problems running GC3 massive-sized maps. And I've pretty good graphics cards in each (GTX650 / 750 Ti). What I'm wondering is this: Has anyone bothered to do actual
Not Quite There Yet. Pre-spaceflight civilization already resides on this planet. They've industrialized, but still haven't even made it to orbit yet. B: Let's introduce them to the wonders of interstellar travel. See the sights! Oh, and ask them nicely where we can put some of our stuff so we don't step on each other's toes. +20 B, +15% Tourist income for the planet, Lose one planetary tile P:&